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MONK NAME: _________________________

D6
MONK KI ARTS
(WORK WITH YOUR GM TO EXPAND THIS LIST.)

1. Temple upon the Mountain,


roll+STR. You half all damage
until end of next turn.
DAMAGE
2. Fist of Iron, roll+STR. Add +2 to
ARMOR HP BASIC MOVE
damage roll on this attack.
WHAT DO YOU LOOK LIKE?
3. Ride the Lightning, roll+DEX.
When you do something risky or
INVENTORY dangerous, roll 2d6 and add a
Channel electricity through your
fist, doing double damage to
relevent attribute score. enemies wearing metal armor.
STR 1. ____________________________________
• On a 12+, you do it perfectly,
2. ____________________________________ with some additional benefit. 4. Cloak Stance, roll+WIS. You’re
• On a 10-11, you do it perfectly. difficult to hit and impose -2 to
3. ____________________________________ • On a 7-9, you do it, but with the next attack against you.
some cost or complication.
DEX 4. ____________________________________ • On a 6-, you fail to do it, with 5. Herculean Aura, roll+STR or
some additional negative DEX. Choose which modifier to
5. ____________________________________ consequence. add and increase the damage
die for this attack to a d8.
6. ____________________________________
CON MONK MOVES 6. Steel Advance, roll+WIS.
7. ____________________________________ Choose up to 2 enemies and
When you drop a random aphorism rapidly attack each target.
8. ____________________________________ in a social interaction, gain a +1 to
CHA rolls for the remainder of the 7. Wind Stands True, roll+DEX.
9. ____________________________________ conversation. Half the damage of the next
INT attack that hits you and
10. ____________________________________ When you deliver a killing blow, immediately make an attack.
you can quickly move into melee
11. ____________________________________ range of the next closet enemy. 8. Ghostwalk Blessings, roll+STR.
Your skin hardens, allowing you
12. ____________________________________ When you attempt to channel the Ki fall up to 40 ft. without taking
WIS Arts, roll+modifier shown. On a 7-9, damage.
13. ____________________________________ choose one. On a 6-, neither.
• The move affects its intended 9. Calling the Corners, roll+WIS.
14. ____________________________________ target. • Instantly light or snuff out a
• You don’t open yourself up for a candle or torch.
counterattack. • Chill or warm nonliving
CHA 15. ____________________________________ material for a short time.
• Mold earth, fire, water, or
GEAR: mist into a crude form
OTHER STUFF CHARACTER CREATION
EXPERIENCE (THE GM WILL HELP YOU OUT.)
When you take time to rest and
When you get money from the wilderness consume a ration, you may reroll 1. Roll your attributes.
or the underground and bring it back to your HP. Roll a number of dice
town, gain one experience for each gold equal to your level plus your CON, 2. Choose one advancement from
you got (make sure to write it down). and keep a number of them equal your class’s list.
to your level. Write the result as
When you have experience equal to one your new HP. 3. Roll your HP.
thousand times your current level, you
levle up! Mark a new ability from the Monk EXPERIENCE When you need a standard piece 4. Mark your inventory slots.
Advancement list. of mundane adventuring gear
that’s not currently in your 5. Get some equipment.
inventory, you may fill in an empty
MONK ADVANCEMENTS bubble to declare that you had the 6. Go find a dungeon!
(YOU GET ONE PER LEVEL.) item all along. If you do so, write
the item in your inventory.
Graceful. Gain +1 Dexterity.
When you’re in town, you may
Indomitable. Gain +1 Strength. spend 25gp to empty all of your
Equipment Bubbles.
Resolute. Gain +1 Wisdom.

Worldly. Take an advancement from another class. (Choose a cool one,


not an attribute bonus.)

Dangerous. You deal +1 damage.

Opportunist. Whenever a creature close by is hit by someone else, you


can make a melee attack against that creature.

Stunning Strike. On a 12+ with a Remarkable Weapon, in addition to


the normal effects, you stun your enemy.

Extra Strike. When you’re first in an initiative roll, you make 2 attacks.

Unarmored Defense. Light clothing counts as 1 armor.

Disciplined. Work with the GM to create a new Ki Art to add to your list.

Toughness. You may heal yourself for 1d6 damage plus your level.
You may do this a number of times per day equal to half your level;
minimum 1. (available after 5 advances)

OR WORK WITH THE GM TO COME UP WITH SOMETHING COOLER! MOVES & NOTES & DOODLES

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